Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Adequate item display in GUI and inventory for 3D OBJ loaded model in 1.11.2?


ctbe
 Share

Recommended Posts

Hi,

 

I have loaded the most simple block I could from a .obj file. It renders fine when loaded, but the model display in inventory and in hand is messed up. I loaded it with the adequate registers as:
 

//Initialization of the block
testBlock = new Block (Material.IRON);
//Registering the block
GameRegistry.register(testBlock);
        ItemBlock item = new ItemBlock(block);
        item.setRegistryName(block.getRegistryName());
        GameRegistry.register(item);
//Registering the renders
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(Item.getItemFromBlock(testBlock), 0, new ModelResourceLocation(Item.getItemFromBlock(testBlock).getRegistryName(), "inventory"));
ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(testBlock), 0, new ModelResourceLocation(Item.getItemFromBlock(testBlock).getRegistryName(), "inventory"));

 

Where testBlock is of type Block. This is all in class TestBlock. The jsons are as follow,

 

assets/blockstates/testblock.json:

{
  "forge_marker": 1,
  "variants": {
    "normal": {
      "model": "ctfmy:testblock.obj"
    },
    "inventory": {
      "model": "ctfmy:testblock.obj"
    },
    "gui": {
      "model": "ctfmy:testblock.obj"
    }
  }
}


models/item/testblock.json
 

{
  "forge_marker"  : 1,
  "parent": "ctfmy:block/testblock.obj",
  "display":
  {
    "thirdperson_righthand":
    {
      "rotation": [-45,-45,0],
      "translation": [0,0,0],
      "scale": [0.1,0.1,0.1]
    },
    "thirdperson_lefthand":
    {
      "rotation": [-45,-45,0],
      "translation": [0,0,0],
      "scale": [0.1,0.1,0.1]
    },
    "firstperson_righthand":
    {
      "rotation": [-45,-45,0],
      "translation": [0,0,0],
      "scale": [0.1,0.1,0.1]
    },
    "firstperson_lefthand":
    {
      "rotation": [-45,-45,0],
      "translation": [0,0,0],
      "scale": [0.1,0.1,0.1]
    },
    "head":
    {
      "rotation": [-45,-45,0],
      "translation": [0,0,0],
      "scale": [0.1,0.1,0.1]
    },
    "ground":
    {
      "rotation": [-45,-45,0],
      "translation": [0,0,0],
      "scale": [0.1,0.1,0.1]
    },
    "gui":
    {
      "rotation": [-45,-45,0],
      "translation": [0,0,0],
      "scale": [0.1,0.1,0.1]
    }
  }
}

 

The testblock.obj and testblock.mtl are located in assets/models/block. The block looks and renders fine when placed. But when on hand or in inventory, it is ignoring the json files rotations translations and scales. In the hand it looks very huge, like when you still haven't given a texture to a block, but it displays the texture. In the inventory it displays as an out of bound front view of the model. The scales and rotation are being ignored.

 

How can I fix it?

Edited by ctbe
Correct indenting code and code correction
Link to comment
Share on other sites

  • Don't use ItemModelMesher::register, only use ModelLoader.setCustomModelResourceLocation to register your models.
  • Since your blockstate json contains an inventory variant, the item model will not be loaded at all. Forge will always first look into the blockstate json and only if it does not find an inventory variant there will load the item model. You need to specify the translations in the blockstate file.
Link to comment
Share on other sites

12 minutes ago, diesieben07 said:
  • Since your blockstate json contains an inventory variant, the item model will not be loaded at all. Forge will always first look into the blockstate json and only if it does not find an inventory variant there will load the item model. You need to specify the translations in the blockstate file.

 

I don't think this is true. Looking at ModelLoader#loadItemModels, Forge tries to load the item model first and only tries to load the model from the blockstates file if that throws an exception.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Link to comment
Share on other sites

2 hours ago, diesieben07 said:
  • Don't use ItemModelMesher::register, only use ModelLoader.setCustomModelResourceLocation to register your models.

If I do that, not use the ItemModelMesher, an unknown black and purple texture gets loaded as well as the default black and purple block model. Making it appear black and purple on both, the inventory and in the hand. But thanks for the fast reply. I appreciate it.


I found what was going on. It was the json. It needs this format. I shortened it for the purpose of example. It's the one at assets/blockstates/testblock.json:

{
    "forge_marker"  :   1,
    "defaults"  :
     {
        "model" :   "MODID:model.obj"
     },
    "variants"  :
     {
        "normal"    :
         {
            "model" :   "MODID:model.obj"
         },
        "inventory" :
         [
            {
                "transform" :
                 {
                    "firstperson_righthand" :
                     {
                        "rotation" : [{"x"  : 0}, {"y"  : 0}, {"z"  : -45}],
                        "translation" : [-0.5, 0.0, 0.0],
                        "scale" :   [0.5, 0.5, 0.5]
                     },
                    "gui" :
                     {
                        "rotation" : [{"x"  : -45}, {"y"  : 0}, {"z"  : 45}],
                        "translation" : [0.0, 0.0, 0.0],
                        "scale" :   [0.5, 0.5, 0.5]
                     }

                 }
            }
         ]
     }
}

 

Notice the technical differences between the one I had before and this one now. This one declares inventory as an array with an internal object that has another internal object called transform. Then inside transform, you have the firstperson_righthand and gui objects. Inside those last objects that define how the item will be rendered in the GUI and in the first person right hand, you have rotation declared as an array with 3 objects inside, each representing XYZ. That differs from the original Minecraft json model in which rotation is an array with 3 values, not objects. Each of those XYZ objects are represented by a key:value in which the key is a string representing the axis and the value can be an integer (with sign) or a float. The parser takes care of converting it to the adequate types.

 

The item names that can be declared as objects inside transform to represent the way the model is displayed in GUI hands, etc. can be found at: http://minecraft.gamepedia.com/Model#Block_models under display. However, I don't know which one is the equivalent of ground in the Forge json. Writing ground as an object when the json is in Forge format makes nothing.

 

One final note. Forge, at least on 1.11.2, when parsing the json for the rotation and translation key, changes the XYZ coordinates to represent space as we are taught in math and science books at school. While Minecraft uses different coordinate variables to represent the axes in visible space. That causes confusion at the time of programming because Forge is parsing the json Z axis to be the Y Minecraft visible axis, and the Y axis to be the Minecraft Z visible axis. That axis exchange took me a while to notice, I hope it helps others.

Link to comment
Share on other sites

1 hour ago, ctbe said:

If I do that, not use the ItemModelMesher, an unknown black and purple texture gets loaded as well as the default black and purple block model. Making it appear black and purple on both, the inventory and in the hand. But thanks for the fast reply. I appreciate it.

Then you are using ModelLoader incorrectly. You must call it's methods in preInit.

Link to comment
Share on other sites

1 hour ago, diesieben07 said:

Then you are using ModelLoader incorrectly. You must call it's methods in preInit.

I tried that and it works. When called from preInit, the model displays okay in the gui and in the hands.

That is using ModelLoader.setCustomModelResourceLocation(...) as you said. Because on preInit, the RenderItem returned from Minecraft is null. Therefore, using ItemModelMesher at preInit will crash with a NullPointerException respective to the RenderItem. As you said, I removed it. It works well now by only calling ModelLoader at preInit.

Thanks.

P.S. The json was still wrong in my first post, but corrected in my second post. In case someone might have the same problem and is doing everything correctly in the Java code, except in the json of the blockstates. Hope it helps.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share



  • Recently Browsing

    No registered users viewing this page.

  • Posts

    • Ok, so I did some investigations and after a lot of trial and error, I finally came up with a solution. I will try to explain what I did, and why, for anyone who might need it. From what I understood, implementation will add a depedency for both compiling and runtime (pretty sure it will only include API files for compiling if there are, but I'm not 100% sure), and will resolve any nested depedencies aswell, so its kinda neat if one's mod permenently depends on other's mod or API ! Though I need to control whether a mod is included during runtime or not, so I need to specify the scope of my depedencies. I did some searches, and it turned out that Gradle will consume either jars or source folders regardless, so there is not a specific way to deal with one or the other it seems. I then tried the following and it worked like a charm (modified the commit branch / tags so its pointing to a permanent commit, more info here) ! depedencies { compileOnly 'com.github.lazyMods:baubles:1.10.0.0-1.18:api' runtimeOnly 'com.github.lazyMods:baubles:1.10.0.0-1.18' } But, whenever I try to run, the game crashes with a NoSuchMethod exception, pointing towards a method MenuScreens::m_96206_ called within the Baubles main class during ClientSetup (which is the unmapped name of MenuScreens::register) ; which is clearly a mapping issue. It confused me at first, but now that I think of it it's quite obvious : trying to run the game with uncompiled source files will cause all sorts of issues. And even if Jitpack seems to compile on the go those files, it will lack any metadata expected by Forge or ForgeGradle, so it's no use anyway. The only two solutions I can think of are : Download the mod jar, put it in a libs folder inside your workingDir that you can settup as a local repository, then add that jar as a runtime depedency Use CurseMaven as a repository (as @diesieben07 suggested), and add the correct mod jar as a depedency (more info here) I chose the latter, so now I have the following in my build.gradle file, and it works perfectly (one can even remove the ":api" from the baubles depedency to show the entire mod source files in Eclipse) : repositories { maven { url "https://cursemaven.com" content { includeGroup "curse.maven" } } maven { url "https://jitpack.io" } } depedencies { compileOnly "com.github.lazyMods:baubles:1.10.0.0-1.18:api" runtimeOnly fg.deobf("curse.maven:baubles-366844:3576950") // Points toward Baubles: Reborn? v1.10.0.1-1.18.1 on curseforge.com } I couldn't use CurseMaven straight up as lazynessmind didn't provide a source jar or an api jar on curse forge just yet, so I had to use its Github instead to get the API, hence the struggle. I could have added the mod jar itself as an API, but then I would have to manualy add the source files for Eclipse, which then makes this whole "manage your depedencies solely with Gradle" obsolete...   Thanks for the help, as I could not figure out those things on my own ! I hope that may be usefull to someone some day !
    • I am not sure where in your code the icon and tab name text are rendered.
    • So I've got myself a GUI similar to that of the Advancements screen or the Creative screen where I've got a main screen that renders the window, and tabs that render their own info. Everything works fine and dandy, until I have one of the tabs render text. When that happens, all other text rendered by the screen, along with the tab icon are no longer rendered. There seemingly are no errors, and when I try debugging I can see that each code path is still called so I'm not sure what's going on. So within my screen the main render function looks as follows public void render(MatrixStack matrixStack, int mouseX, int mouseY, float partialTicks) { int i = (this.width - GUI_WIDTH) / 2; int j = (this.height - GUI_HEIGHT) / 2; this.renderBackground(matrixStack); if (maxPages != 0) { ITextComponent page = new StringTextComponent(String.format("%d / %d", tabPage + 1, maxPages + 1)); int width = this.font.width(page); RenderSystem.disableLighting(); this.font.draw(matrixStack, page.getString(), i + (GUI_WIDTH / 2) - (width / 2), j - 44, -1); } this.drawWindowBackground(matrixStack, mouseX, mouseY, i, j); this.renderWindow(matrixStack, i, j); this.drawWindowTooltips(matrixStack, mouseX, mouseY, i, j); } The errant line is within this.drawWindowBackground(matrixStack, mouseX, mouseY, i, j);. Here we render the tab window itself. private void drawWindowBackground(MatrixStack matrixStack, int mouseX, int mouseY, int offsetX, int offsetY) { if (this.selectedTab == null) { fill(matrixStack, offsetX + 9, offsetY + 18, offsetX + 9 + 234, offsetY + 18 + 113, -16777216); int i = offsetX + 9 + 117; drawCenteredString(matrixStack, this.font, EMPTY, i, offsetY + 18 + 56 - 9 / 2, -1); drawCenteredString(matrixStack, this.font, SAD_LABEL, i, offsetY + 18 + 113 - 9, -1); } else { RenderSystem.pushMatrix(); RenderSystem.translatef((float)(offsetX + 9), (float)(offsetY + 18), 0.0F); this.selectedTab.drawTabBackground(matrixStack); RenderSystem.popMatrix(); RenderSystem.depthFunc(515); RenderSystem.disableDepthTest(); } } From there the tab draws itself as follows: public void drawTabBackground(MatrixStack matrixStack) { if (!this.centered) { this.scrollX = 117 - (this.maxX + this.minX) / 2.0D; this.scrollY = 56 - (this.maxY + this.minY) / 2.0D; this.centered = true; } RenderSystem.pushMatrix(); RenderSystem.enableDepthTest(); RenderSystem.translatef(0.0F, 0.0F, 950.0F); RenderSystem.colorMask(false, false, false, false); fill(matrixStack, 4680, 2260, -4680, -2260, -16777216); RenderSystem.colorMask(true, true, true, true); RenderSystem.translatef(0.0F, 0.0F, -950.0F); RenderSystem.depthFunc(518); fill(matrixStack, MAX_WIDTH, MAX_HEIGHT, 0, 0, -16777216); RenderSystem.depthFunc(515); this.minecraft.getTextureManager().bind(background); int i = MathHelper.floor(this.scrollX); int j = MathHelper.floor(this.scrollY); int k = i % 16; int l = j % 16; for(int i1 = -1; i1 <= 15; ++i1) { for(int j1 = -1; j1 <= 8; ++j1) { blit(matrixStack, k + 16 * i1, l + 16 * j1, 0.0F, 0.0F, 16, 16, 16, 16); } } this.renderWindow(matrixStack); RenderSystem.depthFunc(518); RenderSystem.translatef(0.0F, 0.0F, -950.0F); RenderSystem.colorMask(false, false, false, false); fill(matrixStack, 4680, 2260, -4680, -2260, -16777216); RenderSystem.colorMask(true, true, true, true); RenderSystem.translatef(0.0F, 0.0F, 950.0F); RenderSystem.depthFunc(515); RenderSystem.popMatrix(); } And finally we get to the errant line: this.renderWindow(matrixStack);. This method is overridden by each tab and renders the content of the tab. For my tab it is simple, we render a piece of text at the center of the tab. This text renders fine, however it breaks the tab icon and window name. @Override protected void renderWindow(MatrixStack matrixStack) { ITextComponent divineFavourText = new TranslationTextComponent("screen.mesoamericamythology.divine_relationships.favour.divine_favour", this.getRelationship().getDivineFavour()); // x, y, colour // This line breaks the rendering :( drawCenteredString(matrixStack, this.minecraft.font, divineFavourText, MAX_WIDTH / 2, MAX_HEIGHT / 2, Integer.parseInt("FFFFFF", 16)); } Below I have two screenshots. The one on the left is what the UI looks like when I don't draw the string in renderWindow. The right is what happens when I do. I'm a little befuddled at the moment. Hoping someone has more pointers that would help me understand what is going on.
    • User was banned for piracy. Buy the game.
    • Well, the errors seem as though they're tconstruct/jei, have you tried updating those? There are newer versions for 1.16 on curseforge for both of those mods. If you're convinced it's one of your dimensions mods, remove them 1 by one, or remove all and add them back 1 by 1, until you find the culprit.   *edit: what is tlskincape?
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.